Vol. IV No. 8 of Dragon Magazine, then called "The Dragon."
Cover Art by 'Elrohir' (Ken Rahman).
This was a special
Divine Right issue, with the first 8 articles devoted to 'TSR Hobbies' limited role-playing fantasy board game', the section titled "Making a Great Game Greater".
This issue had a couple of pull-out sections: The 'Doomkeep' adventure, which was listed as pages M-1 to M-14; and Cards and chits for the 'Ambassador Cards' and 'Divine Right Sieges' articles by Jon Foster (pg 7).
An adventure for 3 pre-generated characters of levels 7-10. The dungeon was used for the 2nd Official Invitational
Cover to Cover
What\'s in this issue, and what\'s in store for future issues.
The growth of The Dragon and the new calendar.
Out on a Limb
Letters on: Loose-leaf Monster Manual, conventions and bad press, math mistakes, a need for new ideas for
Changes from The Designer...
...and the Official Alterations for the Second Edition Rules
An outline of the changes to the
Divine Right boardgame for 2nd edition.
Ambassador Cards Add Even More Personality
New cards to add an even more realistic flavor to
Divine Right Sieges, the White Mountain Way
Some additions to the siege rules for the
Divine Right boardgame from the \"White Mountain
Now It Can Be Told: The "Rest" of the Rule Book
Some optional rules that were edited out of the final edition of the
Divine Right rule book.
For Your Minarian Merriment, Nine Ways to Change the Game
Pirates, Ogres and Some Other Variations on the DR Theme
Four optional rules for
Divine Right that cover economics, pirates, ogres and desert djinn.
Up on a Soap Box
Some \"What if...?\" alternate history wargaming ideas: Mex-Tex War, 1842; Great War in the
Q&A about Advanced Dungeons & Dragons.
In Defense (Once Again) of the "Poor" Magic-User
An opposing viewpoint to the \"all-powerful Magic User in Advanced Dungeons & Dragons" articles that
Saddle Stapled (modules/pamphlets)
Saddle Stapled (modules/pamphlets)
Want in Trade
Action Table (table determines action outcomes)
Attribute/Stat Based (STR, CON, PER, etc)
Cards (cards drive the action)
Class Based (Pilot, Wizard, Scientist, etc)
Competitive (players compete against each other to win)
Description Based (Narrative more so than Dice)
Dice (Primarily d10)
Dice (Primarily d12)
Dice (Primarily d2/coin)
Dice (Primarily d20)
Dice (Primarily d4)
Dice (Primarily d6)
Dice (Primarily d8)
Dice (Primarily Fudge/dF)
Dice Pool (Roll multiple dice vs target)
Dice Step (variable dice vs. static target)
'Diceless' (does not use dice or other randomizer)
Exploding Dice (Die may 'explode' into a second roll)
Free-form (minimal or no rules - think improv theatre)
GM-less (No gamemaster needed to play)
Grid-based (uses square terrain for move/combat)
Hex-based (uses hex terrain for move/combat)
Level Based (Earn XP and level up)
Lifepath Character Generation (Character starts at birth)
Point Based (allocate points to get skills, powers, etc)
Progression Tree (Skills, professions, magic abilities, etc.)
Race Based (Player Race/Species affects gameplay)
Random Attribute Generation (during Character Creation)
Reading (for Periodicals, Adventure Books, etc)
Roll and keep (4k2 means roll 4 and keep 2)
Skill Based (buy or gain skills)
Trait / Aspect Based (personality affects gameplay)
Unusual Randomizer (not using dice or cards)
Wagering / Betting (wagering during play)
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American Sign Language (ASL)
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